This is a dictionary-like index to pick up and browse the contents of Blender-related articles in the blog "3DCG Life".
You can jump to the content of the corresponding linked article from the Blender name or function section.
(On smartphones and other devices, the link content may be misaligned when it is displayed.)
The index will be added and updated as blog posts are updated.
*If you find any broken links, please tell me via the Comments below the article or Contact Me.
How To Start Blender
Toha
Get started with Blender here
Download
Initial Setup & Customization
Transfer of environment settings
Blender Setup & Edit Menu
Key Map Related
Shortcut Related
Workspaces & Areas
Editor & Bar
3D viewport
Save initial settings & Customizations
How To Use Blender
Basic Operation
Toha
How to operate Blender.
3D Viewport Operations
Object Manipulation
Edit Mode Operation
Modeling Operation
Toha
Various modeling topics.
Header Menu
Toolbar
Sidebar
Operator Panel
Property Editor
Add-on Related
- Extension:Auto Mirror
- Extension:LoopTools
- Extension:Snap Utilities Line
- Extension:Copy Attributes Menu
- Interactive Tools
- EdgeFlow
Convenient Operation
- loop selection
- Convert selected vertices, edges, and faces to other elements
- Align vertices with scale
- Sewing union of vertices
- Object Management with Outliner
- Favorite Tools
- Adjust transparency of the transparent display
- Viewport is enlarged by toggling maximize area
- Semi-transparent/wireframe display of specific objects only
- Copying a material to multiple objects
UV Unwrap
Toha
UV unwrap and more!
Points to consider when unwrap UVs in Blender
UV unwrap in Blender Recommended method
- Use the paid add-on UVToolKit 2.0
- Use the free add-on TexTools
- Useful extensions MagicUV
- Some of Blender's standard features are also useful
Texture Bake
Toha
Various bakes.
Data Management
Utilize Blender
Comparison of what Blender and Maya can do
Mixamo to Blender rigs
Toha
That's all for now.
List of comments
Hello.
I have been interested in Blender for a long time and started using it when I upgraded to 2.8.
I can't stop thinking about Toha's article and all of his predecessors....
I'm still doing tutorials and playing around with the distributed models.
I have a question about Shapekey.
I wasn't sure if this is the right place to ask this question, but I'm sorry to have to do it twice.
Let me write this down as it is. m(_ _)m
I would like to create a shapekey to make a part of a human model (such as an arm) larger or inflated.
Apply it to bend joints and for weights painted without Shapekey
Mesh overlaps, or does not bend where you want it to bend, or bends where you don't want it to bend.
I am having trouble with problems such as the following.
I would like to use it for animation, and when I looked into it, I found that such bankruptcy is
The only way I could find to do this was to "fool around with vertex editing on the broken frames..."
For example, change the way weights are painted according to the degree to which Shapekey is applied.
and can we make it work together without breaking the bank?
Thank you for your comment, Mr. Tokemono~!
However, since I have not yet mastered the use of Blender's shape keys, please understand that my answers to your questions may include information I have gathered from the Internet plus my own speculation.
To the best of my ability, here are my answers
It is possible to combine ShapeKey and weights without breaking the bank.
However, if the deformation caused by the shape key is extremely large, it may be difficult.
I wonder if the animation of "enlarging or inflating a part (such as an arm) of a humanoid model" mentioned by Mr. Tokimono is an animation of exaggerated expression, like, for example, showing a hand enlarged when a punch is made.
If it is that kind of animation, it seems to me that it is beyond the range of deformation that can be done with the shape keys.
In that case, you may want to enlarge the weighted bone itself, for example.
I don't know if this will be helpful, but I will put up a page on deformation animation.
No deformation animation used in Kamikaze Animation's Jojo OP
https://cgworld.jp/feature/jojo-anime-4.html
Muscle expression using bones
https://dskjal.com/blender/muscle-with-bone.html
As far as Toha knows.
I don't see anything like "change the way the weights are painted according to the degree to which Shapekey is applied".
So, please forgive me if this is not a very good answer, but I don't know much about it.
If (and when) Toha becomes more knowledgeable about Blender's shape keys someday (I don't know when), I will write an article about it.
Sorry, that's all.
Thank you for your really thorough response to my vague question.
It made a lot of sense.
Jojo's page is very interesting as an article....
Even in the game Overwatch, for expressive impact.
I have heard that there are scenes where the 3D model is daringly stretched or enlarged.
Once again, I realize the greatness of Kamikaze Animation and the people involved in the expression....
dskjal.com's article at the bottom of the page that does the same thing with Driver and ShapeKey."
Using the method for applying a shape key in sync with the bone rotation from the page called
Morphs to fix breakage when morphs are applied and bones are bent."
I'm starting to think that if we apply it as the bone rotates, we can get around this issue.
I would like to try that method first.
Thank you again!
Thanks for the reply, Tkekimono~!
Ah! I see you found something on dskjal.com's other page that might be a solution~!
Sorry for the oversight - but I'm glad you were able to find a solution as a result.
I'm not going to go into too much technical detail in my blog, but I'm sure you'll be able to find some interesting information on the following
If you like, please come back and take a peek at our blog anytime.